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Old 02-04-08, 05:56 AM   #11
skwasjer
The Old Man
 
Join Date: Apr 2007
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Quote:
Originally Posted by Anvart
Quote:
Originally Posted by skwasjer
By reading privateers post, the following may work. (again, theory!!!)

I think all you have to do is move the models in a 3D studio (ie. 3DSMax), and then make the X-swap in S3D (only remove or add sign!!). For instance, say left prop in S3D sits at X = -0.15, move the model in 3D studio by doubling this figure (-0.3), then in S3D move it to positive X-axis, at 0.15 (remove the sign). The result is -0.3 (model moved) + 0.3 (difference of X-change in S3D) = 0.0 so the model hasn't technically moved. The world offset is still ok, but the local offset is now positive to the game, "hopefully" resulting in an opposite rotation.

The same for right prop, but reversed.

The best person to test this is kapitan_zur_see, since he imported the models in the first place and has the sources and 3D studio to do it in.

[edit] changed description, I made a mistake (I made a dozen or so edits, lol)
Dear,
do not force people to laugh ...
This theme was already discussed at a forum...
Anvart, thanks for your excellent help on the subject!

Is this the only response you can give to every R&D subject?
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